Weaponsmith Archive

Thread: Tiered Weapons, Modules, Certs for Combat Upgrade

Sirpi
Wed Nov 10, 2004 10:19 pm
#1


I left SWG some months ago (playing since release) and came back to find very little changes to WS. Luckily, I think CU will be a boon for us. I applied for testing but here's my initial 2 cents in case I dont make it.


1. Remove weapon certs and replace them with tier levels like the Pilot professions. I never likedthe fact that a master pistoleer couldn't use any pistol in the game, and I won't even bother with the logical implications of specific weapon certs.


2. If weapons are tier based, then we can make 'chassis' and customize them to very specific needs (just like ships/droids, you seeing a pattern here?) You can add AP to wpns at the expense of hams, speed, damage, etc. and vice versa.


3. Make the wpn 'chassis' graphic selectable. This is purely cosmetic, but every BH you see runs around with the same graphic scatter, same LLC, etc., same with components ( i know its sort of like this atm, but its buggy, and doesnt affect some finished products)


4. With some creativity and this type of system, you could make low level wpnsmiths viable for making low level wpns. For instance, if certain tiers can only have certain tier components, or experimentation points are limited by tier, then novice wpnsmith could make very good wpns for that tier. The big difference between a Master WS and Novice making low tiers would more than likely be the amount of failures the novice would make before hitting that 'perfect' schematic.


5. I realize these type of changes would basically make current 'special schematics' worthless, but my ipinion is.... so what, we could go to the reverse engineering type system that the shipbuilders use now.


6. This one is fairly important to me. Atm, matierals basically say how many points you could experiment a category. Instead, It should be that you can max the category every time, but the quality of the materials basically gives you freebies.

For instance, say i have something with 4 experiment spots, as it stands know, if i have crappy materials, I probably get 4 or 5 'boxes' to experiment on each category, meaning i can probably max 2 of them (but not max the true potential of either one). If i have great materials, then i can probably max only one, but get the best possible result for that wpn.

What I suggest is that if you have crappy materials, you can still reach full potential in any category, but you start lower on the scale, say one box in for reall bad materials. This would allow you to max out one category to full potential. Conversly, if you have really good materials, you would start say, 4-6 boxes up. This would allow you to max a few categories, or max one, and make sure the others are very good, but not perfect (I would see this as more than likely becoming the norm as people love to see damage numbers).

Once again, as it stands now, there really is no variation among same tyep weapons, get best materials you can, max damage, put rest into hams, accuracy, or durability.


. At a quick glance it seems that the wpn crafting experience is fairly versatile, but with a little time spent you see that its pretty much cookie cutter and boils down to how good your resources are. By making 'general tiers' you will get much versatility in attributes, abilities, naming, graphics, etc. I believe these suggestions would go well with armorsmithing as well.


In closing, a quick example of how I'd like a custom order to go.

1. I make a custom rifle for a Master Rifleman.

2. Start with tier 5 wpns kit/chassis/blueprint/whatever

3. Add AP 3 module (takes up alot of module space, but gives wpn good AP) because he's hunting very armored mobs.

5. Add Heat damage module (turns base damage into heat).

6. Add HAM reducer module (-15 to all ham costs) because he has problems getting mind buffs.

7. Add point blank module (+10 point blank range).

8. Add scope and stock.

9. This takes up available module space.

10. Put together with great materials, they put me up 6 boxes (out of 10)in all categories.

11. I put 4 points into max damage, 4 into hams, and 2 into min damage (no speed because he wants this to be a one or two shotter and wants to alleviate the ham drain getting as much damage for hams as possible)


Now thats the way to craft weapons and customize them.








Message Edited by Sirpi on 11-10-2004 09:20 PM



Sirpi
Master Weaponsmith, Master Architecht, Master Artisan
Moving To Coronet
Ahazi

Ray, Master Medic, Master Doc
Shiv, Master Commando
CTRL_ALT
Thu Nov 11, 2004 7:32 am
#2

Wouldn't it be cool if weapons had replaceable and swapable parts like ships (not to mention the variety)?



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
Sirpi
Fri Nov 12, 2004 6:35 am
#3





Wouldn't it be cool if weapons had replaceable and swapable parts like ships (not to mention the variety)?






Yeah, I actually thought about that. As long as the parts were made soley by WS's or were dropped, I dont think I'd see much of a problem with it. Although, I would argue that It doesnt mimic the real world very well. You can modify wpns, but generally small things like muzzle compensators, grips, finishes, ets. It's a real pain in the ass to change the calibre (and you can't on some).


However, you can completley gut a car to the frame and replace everything in it.


Honestly, I'd be happy either way compared to how it is now.


Thanks for the input



Sirpi
Master Weaponsmith, Master Architecht, Master Artisan
Moving To Coronet
Ahazi

Ray, Master Medic, Master Doc
Shiv, Master Commando
JoleneArcher
Fri Nov 12, 2004 12:59 pm
#4

Nice Idea.



NGE satisfaction meter.

Give it a shot [--------------------------------------|] SOE should be shot

2 Accounts cancelled - Thanks for ruining this once great game.


Sirpi
Sat Nov 13, 2004 6:30 am
#5

BTW, does our representative have any info on changes coming?



Sirpi
Master Weaponsmith, Master Architecht, Master Artisan
Moving To Coronet
Ahazi

Ray, Master Medic, Master Doc
Shiv, Master Commando
Sirpi
Sun Nov 14, 2004 7:38 am
#6

I think Logix is our Rep



Sirpi
Master Weaponsmith, Master Architecht, Master Artisan
Moving To Coronet
Ahazi

Ray, Master Medic, Master Doc
Shiv, Master Commando
Terv
Sun Nov 14, 2004 1:51 pm
#7

I really like your idea, and I'd love to know if there will be any changes/updates/revamp to the WS prof.

Because we are in great need of some, and the best thing would be before the combat upgrade so we can get used to making custom weapons for the numerous worriors needing them. Also if they change any of the minerals used for the weapons we will need some time to hunt them down, seen as how shipwrights have gobbled up everything that can be harvested...lol.


Who is the Weaponsmith rep? btw



-TERV-
Terv Co. 12pt Weaponsmith
Elder Master Smuggler
Wp 2002 -6380
Dant. Agro Outpost


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